On Saturday, 9 March 2024 at 07:49:52 UTC, Liam McGillivray wrote:
But that begs the question; why? Don't dynamic arrays always
start with a length of 0? If the array was only extended when
valid objects were appended using the append operator `~=`, and
none of those objects were deleted (as I
On 09/03/2024 8:49 PM, Liam McGillivray wrote:
But that begs the question; why? Don't dynamic arrays always start with
a length of 0? If the array was only extended when valid objects were
appended using the append operator |~=|, and none of those objects were
deleted (as I the destructor was
On Saturday, 9 March 2024 at 06:37:02 UTC, Richard (Rikki) Andrew
Cattermole wrote:
Something that I have noticed that you are still doing that was
pointed out previously is having a pointer to a class reference.
Stuff like ``Tile* currentTile;`` when it should be ``Tile
currentTile;``
A
Something that I have noticed that you are still doing that was pointed
out previously is having a pointer to a class reference.
Stuff like ``Tile* currentTile;`` when it should be ``Tile currentTile;``
A class reference is inherently a pointer.
So when you checked for nullability in the
With [my game project](https://github.com/LiamM32/Open_Emblem), I
have been getting segmentation faults that are unexplainable at
my knowledge level. They seem to happen when doing a "foreach"
loop through an array of references.
Skip to the bolded text if you don't want to read too much, as